Overview
Redef Arena is a competitive multiplayer first person shooter that aims to create a new experience for players, Redef Arena has a heavy emphasis on realism and introduces the Redef Framework; a new control scheme, interaction and movement standard for characters that builds upon the traditional FPS scheme to bring to the player a whole new level of freedom, then throws in weapons and gear, gametypes, maps, and more into the mix to create a new multilayer experience where it seems almost anything can happen.
Summary of features
- Redef Framework
- Redesigned control scheme with dual holding/wielding system.
- Hold any two items or weapons at the same time
- Head-tacking support to enable dual aiming
- Any item or weapon can be used in melee, thrown, dropped, and more
- An interact mode that uses cursor click and drag mechanics to interact with objects’ mechanisms or even take them apart, access items in your inventory, and more.
- Manual reloading, the “r” key is now a “rechamber” key when dealing with firearms, it only operates the gun’s bolt. Magazines and ammo are treated as items and must be taken out of your inventory like any other, they are inserted into the gun by activating their primary action, it is up to the player to operate the bolt when needed.
- Improved movement system including incremental speed and height, movment inertia, a redesigned stamina implementation, redesigned prone position, and more.
- RPG style skills and abilities implementation including DC skill-checking when performing actions to determine how well they are performed each time; the skills and abilities of the character will directly affect the effectiveness of all the player’s actions
- Immersive First person, There are no first person specific view models, your character’s real playermodel that everyone else sees is used instead, all of the same animations that other players see on your character are also what you see through your character’s eyes.
- Melee combat including punching, kicking, blocking, and sneak attacks like neck-snapping, throat slitting, etc.
- Projectile simulation, complete with projectile speed, gravity affects, air drag, penetration, ricochet, and wind affects.
- No health bars, character death or incapacitation is determined by the condition of his vitals, not by hit points.
- Realistic voice chat, When you talk through your mic in-game, your voice is transmitted as in-game 3D sound emitting from your character, any player or NPC including enemies within earshot will be able to hear you. Communicating remotely is done through items like radios which will have a real presence in the game.
- Redesigned control scheme with dual holding/wielding system.
- Wide array of modern weapons and gear including rifles, handguns, grenades, knives, ammunition, optics, weapon RIS attachments, flashlights, tac vests, holsters, armor, helmets, etc. all of which are defined as items in the new interaction system.
- Lots of gametypes, all the usuals of course, free for all, team deathmatch, capture the flag, along with new unique gametypes yet to be named.
- Singleplayer story aspect, Instead of starting out in a menu, the game starts the player off in a singleplayer level in the story of the game, here the player can roam around, customize the appearance of his avatar, buy weapons and gear, test new weapons and zero them in at the range, interact with NPCs, manage account settings and more, even joining a multiplayer match is done through the level.
- Unique “spawn room” element, all players start out in a “spawn room” for their team, this room has predefined weapons, gear, and ammunition lying on tables, a small shooting range for testing weapons, and doors heading out to the match. Players will often have a choice whether to take the time to grab extra gear/ammo or quickly head out to the battle.
- Fully customizable gameplay, made possible through the RPG skills and abilities element, player’s skills, abilities, and starting gear are all server-side settings which can be customized by an admin; changing these settings can mean the difference between fast paced one man army style gameplay and slower paced tactical team based gameplay. the possibilities are nearly endless and realism is preserved either way.
